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Everything posted by Delrian
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Tao and Litchi astrals have a charge as well. Just for the record.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Delrian replied to Hecatom's topic in Under Night In Birth
I'm glad I wasn't the only one... -
Don't play Sol so I can't help with the jump install... but... Two things: 1. Make sure that you press up, let go of up and hit them, then press up again. Trying to keep the motions as separate as possible. 2. Certain moves aren't jump-cancellable, so check around the forums or the frame data to see which moves are or are not jump cancellable. No idea if this helped, it's just basic jump cancelling advice since you mentioned your previous game was SF.
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Awesome, thanks a lot.
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If you could, it'd be appreciated. Considering it can combo into itself when jump cancelled (provided the first hit is very close to the ground, like off a dash), and I think the frame data suggests otherwise (36 frames of recovery that can be jump cancelled out of, even if it's -11 that means you have 25 frames to jump and hit with j.HS's 17th frame), I think it's highly likely..
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Question, does 0.55 work with lunaport r49? Or should I keep my 0.50 files in case I start playing this game again? Also, Alicephia's dash jHS -> jHS is a fuzzy guard right? Hard time testing this.
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Delrian replied to furix's topic in Misc Fighter Central
...incoming scrub, may or may not be good advice. Only played at casuals :X Fiona's j.B is supposed to be pretty good, her j.C is nice air to ground, and picks them up so you can land and do a combo... Other than that, use Excalibur smartly, it's a nice counter to "the floor is hot lava" type playstyle, but vulnerable to 4D, etc. Don't know much else because I dropped her. Maori is primarily a zoner, so even though her weird normals are fun (imo), you should be spending your time across the screen, using your sisters smartly. As far as ground combos go, I only did a basic string (would give notation if I remembered) into 623X launcher, homing cancel into an air string. I think rather than homing cancel (or with, not sure) off of the launcher, you can use one of the sisters (either 22 or 421, don't remember) to keep your opponent on the ground for bigger combos. Anyone can feel free to make corrections, I barely play the game as it is. -
Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Delrian replied to furix's topic in Misc Fighter Central
Enough that 4:3 is tournament standard. Probably affects wallbouncing, etc... -
Thinking SoWL meant that it might not be very popular... regardless whether it's good or bad.
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Delrian replied to Lord Knight's topic in Archive
...Gameplay related questions only? -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Delrian replied to Lord Knight's topic in Archive
Normally, sure, but I enjoy playing BB more than most games. Really, BB is the reason I got into fighting games and GG. Just because it's competitively inferior doesn't mean I can't play it for fun. -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Delrian replied to Lord Knight's topic in Archive
I play BB for the plot. :P -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Delrian replied to Lord Knight's topic in Archive
Some game BB is then. LK, what's your opinion on GG? -
It was slightly see through, it was easier to tell when you're changing the colors of the P1 armor... or at least I didn't notice until I started messing around with that. (modifying colors of original costumes meant your armor didn't completely break off in 4...) Edit: Guess I pay more attention to the combat than armor until I go to modify it then...
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Word is Ragna's the easiest. Rachel does take a LOT of practice.
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Oops. I guess since they're forced to barrier they'll be spending more barrier gauge in using it... but not as much as I was thinking it would. Thanks for the correction.
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I've heard "chicken blocking" referred to as "netplay tactics"... You're avoiding blocking mixups by going into the air and barrier blocking air unblockables. Typically frowned upon, but a valid tactic... I guess. Reason why it won't be as effective in CS2 is that more normals are air unblockable, which will wear down your barrier gauge fast. You'll be taking 150% damage AND vulnerable to air unblockable moves in the air.
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An idea I got from Melty Blood is try tapping to the combo. In Melty Blood tapping to your opponent's hits in the combo would reduce the amount of damage you took from the combo... a benefit that would only apply to Melty Blood. However, if you try to press a button JUST BEFORE another attack hits, it wouldn't be mashing while potentially getting that small time frame that a combo would be techable. 5A/2A mash by the opponent makes this really hard to do, but then they face the proration of 5A or 2A in their combo. You'd also have to be slightly familiar with their combos. Just an idea, but the key thing is to think about when and how you're going to tech (forward roll will get you out of the corner, but leaves you more vulnerable than neutral teching, and back teching puts you closer to the corner, etc.). Just an alternative to mashing, less button presses I suppose. (note this doesn't apply to combos while standing, as mentioned before)
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Yeah, wouldn't mind if they remade those characters with their own playstyles. Ended up playing Kamikirimusi instead of Nightmare before I mashed CT.
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Probably Tira myself. Thought you didn't come to dustloop anymore Senzait. Edit: and probably a little Sophitia or Cassandra.
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RE: Pianoing http://shoryuken.com/f160/key-drumming-pianoing-137409/ I've heard of an example of pianoing in GG (S/HS dp for Sol), but I don't hear much about it outside of SF play.